Save Graphs are a feature planned to release on 1.3.
They add Blueprintable save graphs that allow devs to specify flexible save behaviors.
When Save is executed, an specified graph is created and "Prepare" event called.

"Prepare" will add actor, component and object packets with different settings and classes. Only this classes will be saved, and it can change every time game is saved.
At Loading all this packets are applied the same way they were when saving

Advantages
- Exclusive saving (Only what the dev wants)
- Better performance
- Variable in runtime
- Fitting new genres and needs
- Less bug prone
- Simpler than previous "Presets"
- Allows the saving of sub-objects
- Adds per-packet custom serialization (which can also add more packets)
Disadvantages
Save Graphs are a feature planned to release on 1.3.
They add Blueprintable save graphs that allow devs to specify flexible save behaviors.
When Save is executed, an specified graph is created and "Prepare" event called.
"Prepare" will add actor, component and object packets with different settings and classes. Only this classes will be saved, and it can change every time game is saved.
At Loading all this packets are applied the same way they were when saving
Advantages
Disadvantages